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Gyrojet ranges

Regarding the discussion of ranges for gyrojets (compared to projectile only). 1) I agree the PB/Short/Medium ranges are a little wonky. 2) However there are some important mitigating factors: a) Damage is higher, especially against armor, even more so if you consider structural damage b) This is the only pathway to spaceship rocket weapons skill (projectile skill goes nowhere) Regardless, I have no objections to playing with the rules a little, but there's no easy fix for the PB/Short/Medium range problem. As explanation, we could justify any changes as "new technology" Options: 1) Combine the Medium and Short range into Short, Long into Medium, Extreme into Long... and... no Extreme? Easy, helps a lot at lower ranges (and exteme), but not very sensible 2) Instead, double all ranges ... making it better than lasers for sniping? Easy, emphasize the gyrojet's strengths, but not very sensible 3) As #1 but add the difference between old Long and old Extreme to become the new Extreme A little confusing, helps at lower ranges and even more at Extreme 4) Instead, further increase damage at range, say +1d10 for each range category after short (the bullets keep going faster)? Easy, sensible, it's pretty cool (opposite of sonics), but doesn't address the issue The thing is ALL the weapons are a little wonky. For example, look at needlers. If something needs a buff... Probably the best option is to do nothing... and keep in mind that different weapons have different advantages/disadvantages.
First, very true about needlers.  The argument I would make is that an additional -10% in combat is a considerable minus versus being able to shoot up a car a little quicker. an additional +d10 of damage also doesn't mean much with the campaign's house rules. Based on gyros relations to slugthowers (the closest other kinetic weapon) here's an adjusted range set that makes it competitive without being over bearing. Pistols Short 0-25m Medium 25-50m long 50-100m Extreme 100-150m Rifles Short 0-30m Medium 30-75m long 75-150m Extreme 150-300m In addition, I would add another house rule: Gyros do no damage at 2m or less.
Unfortunately, the thing about house rules is that it's hard to know when to stop. There's so many things that could be improved about the original system, but at the same time, you don't want to lose that original taste. I find it ironic that in Zeb's Guide, they combined the Projectiles and Gyrojets into the PGS Weapons skill. But I never really liked Zeb's for a host of reasons... How do you like option #2?  Right now, that's my favorite. It keeps the same penalties for short ranges, but it makes them great sniper weapons. Could be explained as improved technology - longer burn rockets plus laser guidance?
If you want to talk about improved technology, look to TrackingPoint. You can put one of their systems on a basic rifle. If you punch in the stats of what you're shooting, a child can hit a target hundreds of yards out...with no experience behind the trigger. This is sci-fi made real. Here's another, <a href="http://www.gizmag.com/darpa-sniper-bullet-change-p" rel="nofollow">http://www.gizmag.com/darpa-sniper-bullet-change-p</a>... . The more I think about it, the more your original thoughts make sense, Scott. When do you stop changing things? Introduce new things along the way, but leave the old as they are. Remembering all the changes will drive you nuts. "Too much agreement kills a chat." - Eldridge Cleaver
As a Projectile expert with no Sonic, Gyrojet, Melee, Hand to Hand or Beam weapon knowledge, I would say that projectiles need fixing :) I invested in getting really good at a poor weapon because it made the most sense from a character perspective - Yaz would never have gotten the money to afford to learn to shoot the other weapons. He is too weak to be an effective hand-to-hand, so he got the best next thing - projectile weapons. Cheap, easy to pick up and made sense in the character creation process he went through. I would love to have laser or sonic or gyrojet expertise (Rank 4 or higher), however it really didnt make sense for this character. With that said, instead of spending all over the place and having 20% hit chance, I focused on improving my to-hit with 1 weapon. There will be many instances where that renders Yaz pretty useless, but under the right situation, he can be pretty effective. If the PGS skill is an option with a higher xp cost than standard Projectile, then I would opp for that and take the penalties as it gives Yaz a little more flexibility.&nbsp; Other than that, I'll role play it and hope the roll playing works out.
If it's a matter of choosing the already generated options, I would push for #1 as most of the combats I'm in are in that range. But #2 makes sense. It's amazing what's developed in the last twenty years for gun tech. But rifles still only carry 30 bullets as they have since the fifties. The real problem with projectiles, IMHO the low damage, is negated by the house rules.&nbsp; But maybe you're right and being a purist about it is best. And I have other weapons and skills if it really becomes a liability.
Scott, possible to get a "Retcon" token? I'm sure most everyone has a point here or there that they'd like to correct an oops. Pobody's Nerfect.
It's possible to get a Retcon token, depending on what you want to change. &nbsp;What's up? &nbsp;You want to change you skills?
Alexander G. said: If it's a matter of choosing the already generated options, I would push for #1 as most of the combats I'm in are in that range. But #2 makes sense. It's amazing what's developed in the last twenty years for gun tech. But rifles still only carry 30 bullets as they have since the fifties. The real problem with projectiles, IMHO the low damage, is negated by the house rules.&nbsp; But maybe you're right and being a purist about it is best. And I have other weapons and skills if it really becomes a liability. Not really some rifles can be equipped with a cylindrical mag increasing the load to around 50 to 100 rounds.&nbsp; or drums like the Beta c
A question in general, Scott. If folks made a regrettable choice in a weapon skill or something, it may also help with the gyrojet thing.&nbsp; Gyrojets, however, are a rough choice for anyone who isn't a military specialist. It's expensive to raise to alleviate that PB penalty. Edwin, I love me some Beta mags. Surefire makes a 100 rd magazine that triple stacks. Ohio removed the 30 rd mag limit, so betas are fully legal. Granted, it's expensive, but when you're on your 40th trigger pull and it is still going bang, it kinda gives you a chubby =), They also make a 50 round drum for Glock pistols. They're both fun, but a total waste of ammo. I'm *all* about the single, effective shot. Maybe it's because I'm a tightwad. The pistol shown, the Calico, was and is a horrible failure. The only one that ever "sort of" worked was the 22LR model. The 9mm failed horribly. Another company just bought the rights and has been trying to make it work, but it ain't happening.&nbsp; The 22 would work for a while, then the springs would fail, necessitating a magazine overhaul.&nbsp; It is however, a very cool looking pistol.&nbsp; Jeez, being a full on gun nut who works in a firearms retailer is just plain fun. Alas, no. I don't feel the need to switch any points. Not all were perfect choices, but they have been useful, so I'll keep them. If it weren't for that electric sword, we'd have all been toast in our apartment at Scooney's. Melee is my "hmmm" choice. I justify it as maybe I took a fencing class in university. I didn't learn much, but it helps as a last resort. Now, as far as weapon innovation goes, take a look at the Beretta Neos. It's a .22 pistol that actually looks kinda spacey. It is, however, a chameleon. There is an available kit that allows you to turn it from a pistol to a rifle, as shown below: Now, something like that in SF would be very handy and compact. In real time, it takes about 5 min to do the switch. It wouldn't be something you could do in combat, but it would give you a versatile choice of a weapon, all while still using the Auto Pistol/Rifle from the game. If you every wanted to discuss weapons, let me know. Sorry, I'm babbling. Once I start on a gun conversation, I get verbal diarrhea.
Sure, I can easily imagine a pistol / rifle conversion kit. &nbsp;The idea seems pretty straight-forward. An auto pistol is 200, rifle 300... so let's call the conversion kit 150 credits. Having one&nbsp;allows you to turn a pistol in a rifle (or back again) in 60s = 10 turns I'm still confused about your ret-con token that you asked for... At first it sounds like you want to move some points around, but in the post above, you say that's not it.
No problem, sorry for the miscommunication. It was more of a request that if someone was unhappy with a skill, could they change it. I wanted to know if we were set in stone. Currently, I don't want to do anything myself. Thanks =)